Hi,
I have asked Gruftikus if he would be happy for the meshes to be included in the UOP and UL over on TESNexus comments.
thanks for this option. But I think for you it is important to know - before making a decision - that the technique and the structure of these meshes is completely different to the CS version. I use an irregular pattern (should have no influence) and a different stipification algorithm (here I'm not so sure...). No idea if this can be called a patch or an overhaul.
I tested the meshes 2-3 month on my computer and have seen no CTD any more. But at least one should think about some testing, also on older computers and with different graphic cards. The meshes on tesnexus have 20% more triangles as CS. For a patch I would go and produce meshes with comparable numbers to vanilla (just to keep it to be a "patch").
Currently I scan the complete region and set hand-selected vertex points along the roads. In particular at the bridges, as this allows to "glue" the road at the end of the bridges (as the landscape usually drops in front of the bridge). I started already with the region Weye-Fort Ash-Fort Empire and will continue. Same for the problem with filled sea arms. This has to corrected by hand. So still a lot of work will happen. But I cannot estimate or promise how long this takes...
Optional I will upload a high-resolution version which will have 1.5x more vertices and 2x more triangles as vanilla. But this will come without warranty, of course.
And yes, the meshes are compatible to the CS ones, because they have the usual pedestal walls. But the major benefit - a common triangulation of the entire wordspace and therefore no steps between the quads - is lost when mixing old and new meshes